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Guest jacobaby

Cpp exec global scripts?

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Yes I think when I was playing around with this init stuff around 7 months ago, the init for createUnit did execute everywhere. It is part of the implementation in CoC's EnemyStack.

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The only thing keeping you from using createUnit to disperse public init events on vehicles is the need for an existing group name. You can camCreate and createVehicle game logics all day long, but none will return a group name. Can't be done without mission editor intervention. Boo. They were just teasing us when they made init EHs private.

However, this is a decent way to make arrays and strings public on a mission-by-mission basis.

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Yes you can create new groups smile_o.gif createUnit then let it join itself or grpNull, it will the return a brand new group (if you did this to the last one in list).

Anyway, I think BIS will be working on group limitations a little.

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Can you create groups without an known existing group name, though? If you were using createUnit from a plane's init field, for example. If so, why aren't we using createUnit as the universal answer to public init EH?

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